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Vesavius
Old School
Joined: 3/08/04
Players come for the game, but they stay for the people- Most Devs have forgotten this. |
3/10/12 5:25:59 AM#141
Originally posted by Amana
The thing is that the article actually flames those that don't agree with the writer's PoV by accusing them of simply 'bitching' etc. Having content that I don't agree with is fine, but the writer needs to watch her tone and how she refers to others IMO. It shouldn't be acceptable for her to be able to criticise us and dismiss our views with cheap digs and us not be able to return the favour. |
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Vesavius
Old School
Joined: 3/08/04
Players come for the game, but they stay for the people- Most Devs have forgotten this. |
3/10/12 5:31:03 AM#142
Originally posted by Yamota
Yep, soloers ARE fine, I agree. I have soloed at times since I started EQ in '99 and it should always be an option. It's solo focused game design thats the issue. Enforcing solo play on some is no better then enforcing groupplay on others. It should be approached with care, and not the solo scorched earth design we have seen in the last few years. <------ the quote I have under my avatar says it all for me tbh. |
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3/10/12 6:05:07 AM#143
Wow, lol. Kaboom. Thread exploded.
Anyway, Isabelle, great article! Though I'm not sure you put *anything* to rest. Only thing I'd like to add is that raiders (specific sub-section of groupers) in the games I play and a few people on this thread, seem to have this weird idea that somehow their playstyle is more important than other playstyles and that other players are secondclass citizens. Thus the rewards should be scaled accordingly. Now that is a sense of entitlement. Its also classism. I believe the rewards should be completely different - not better or worse. They should appeal to and aid that particular playstyle. I also believe that grouping should be fun and challenging in its own right, and should not need gear-carrots to get people to group. If people don't want to group for gear, give them a better reason! |
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3/10/12 6:14:47 AM#144
Happily for you, you can easily knock down straw men solo. |
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3/10/12 6:29:57 AM#145
Originally posted by Vesavius Well now you've gone and proved the OP is about something that does indeed happen, and deserves a counter which is of the same vitriol. Players will bitch and moan, some will feel "left out" some will feel it's to hard, etc, etc, etc... It's up to devs to do what is best even in the face of all of that whining. For every minute you are angry , you lose 60 seconds of happiness."-Emerson If you can't argue the point don't say anything at all. |
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3/10/12 6:47:27 AM#146
The heavy focus on Solo play doesn't destroy MMOs, it just mutates them and pushes them away from the original design model that started 10+ years ago. The lack of dependancy on other players to complete content the majority of game content discourages the development of a strong supportive community which was a core reason many of us "old school" gamers played MMOs in the first place. The article was ok I guess but it had a distinct flavor of "excuses" all through it. There are many different computer games out there and MMOs at their core were designed to be ; "co-op multilplayer" , "challenging" and "require a significant time investment". The games that solo, casual, attention deprived players want is not an MMO but due to the money they are willing to spend MMO companies mutated the original model to get more cash. Now the original MMO players are disaapointed that the games they once played are gone and they are left playing games that aren't worthy the title MMO.
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3/10/12 7:22:34 AM#147
woops |
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3/10/12 7:25:38 AM#148
I thought grouping up was for protection? U know, safer in numbers. Ohh, that must of been 10yrs ago before mainstream tried to fit everyone in the world into the same damn box - increasing profits ofcourse, but finding out everyone is not the same. Viva the resistounce! Go Inde, save us all from each other. Ohh, wait, real games don't get funded, nevermind. Neocron. |
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3/10/12 7:48:18 AM#149
You guys are going to have to provide some real world gaming examples of this. I've never seen an "endemic" gaming-community problem centered around players demanding certain types of challenges be "solo". To what are you referring to, exactly? Lets try a test: Would you say the Henchmen and Hero NPC development dynamic in Guild Wars is an example of "solo play" mechanics gone too far? Wherever you go, there you are. |
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3/10/12 8:03:22 AM#150
Originally posted by TangentPoint With all due respect, TP, if it's an issue to her...and an issue to other solo'ers who have encountered the "solo'ers are bad, you guys don't even belong in MMOs" attitude then she understands the issue perfectly. The fact that there are two perspectives to this...more, but certainly two in opposition...doesn't change the fact that she has a good hndle on this issue from her perspective. And, point in fact, you go to demonstrate that you have basically no respect for her view whatsoever.
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3/10/12 8:08:31 AM#151
I agree for the most part, though puzzled by the very explicit claim of " . . . not the solo scorched earth design we have seen in the last few years." Be specific. What games were designed with this model? In my experience "solo play" is seen when dumbing down a game to promote fast levelling into an expansion's new zones occurs by the devs. Or, perhaps some classes built with too many capabilities across too many disciplines allowing an inordinate amount of "solo play" other classes struggle with? Or perhaps a flat out mechanics mess with unfettered gear and stat enhancement abilities that inevitably leads to god-like solo-ers, simply because they can: WoW: When Burning Crusades released mobs and challenges across the game world were nerfed into the ground so that content was easier. Certainly soloable whereas in the original design not so much so. Examples: Elites in Stromgaarde, Arathi Highlands, and the Elite Ogres in that ruined town north of Southshore. LOTRO: Hunters for a long time in that game were so capable they basically ruled maps to high degree. Including PvE play. Not only the highest DPS class in the game, but packed with a ton of long-lasting CC in both AoE and single target flavors, with more than enough mitigations to effectively tank off a huge % of the game worlds challenges if actually gotten to. They eventually were hit with the nerf-bat. Runes of Magic: A drug addicts dream. A completely open-ended gear/stat enhancement paradigm that allowed end-game gear enchants, and "mounting" (Wings) common to high and low level characters, to be put on level 1's. End game players could then groom "lowbie" twinks to insane heights the likes of which you couldn't believe, particularly if they were nutjobs willing to spend hundreds, if not thousands, of real world dollars in the Cash Shop to complete augmentation. Broken, and badly. What game(s) have you played that were DESIGNED around solo play so badly it represents "scorched earth" magnitude in the industry in general? Wherever you go, there you are. |
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3/10/12 8:09:04 AM#152
Can you give a 100% iron-clad guarantee that your response or acceptance of any answer given will be treated with completely objective consideration and weighed equally against your own preferences, and not immediately discounted or dismissed if it doesn't fit with your personal point-of-view? If not, then your "test" is a farce, and indulging it would be a waste of time. |
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3/10/12 8:13:13 AM#153
Originally posted by Otomox So, because game studios and producers listen to the people spending money on games and develop games designed to attract them it is somehow the consumer's fault? Go tell the management of the games you play that you have single-handedly forced every solo'er to leave their game and cancel their sub...then see how long you are still playing before getting a lifetime ban. :) |
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3/10/12 8:22:13 AM#154
Stop assuming things about me and why I asked the question, and partake of a discussion in good faith, as a gamer, as I did. :D What is an example of "solo play taken too far" in gaming? Spit out a TANGIBLE, real example that might actually FOSTER meaningful discussion, instead of slogans and emo. That's all I was getting at, and why I asked the question, and actually provided an example that could be discussed against. "Lets try a test: Would you say the Henchmen and Hero NPC development dynamic in Guild Wars is an example of "solo play" mechanics gone too far?" No assumptions or "agenda" built into the question, yes? On topic, clearly stated, no slanted viewpoint or bias attached at the outset. :D Game on. Wherever you go, there you are. |
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3/10/12 8:54:11 AM#155
Originally posted by MumboJumbo This brings up an interesting point, at least interesting to me.
The whole "modern MMOs have allowed solo play to creep in" thing.
Horse-hockey. While many people were playing "group or fail" in EQ1, many others were playing in an open-world (no zone walls) largely unstructured mostly sandbox named Asheron's Call. People like me. Yes, there was absolutely content that had to be grouped for. But leveling to max while solo, and obtaining damned good gear along the way, was not only possible but routine. The community rocked. (Ok, Darktide was one of the first MMORPG ffa PvP cesspools but hey, some great gaming happened there too) Player-run market towns like Arwic (before it became Charwic) were epic. So, don't tell me you can't have a great community in a game that can be laregly solo'd. Tell me you don't know how to do that, because that's what it boils down to. I play mostly solo now, and my MMOing at the moment is EvE and only EvE. But I ran a large guild in Asheron's Call, I co-GMd a guild in DAoC, I was a guild officer in many games along the way. I get community, I enjoy community, and I used to group constantly, now I group when I have to. I still enjoy the community, and I don't feel that designers need to give me anything I don't earn. I'm a solo'er now, deal with it. To all of you "group or gtfo out of my MMOs because you are ruining them!" fanatics: realize that you are in the minority now, and that you were never the only game in town. MMOs are now, and have always been, businesses. If you want a modern, niche, Group or Fail game go convince a small studio to make and run one for you or roll on an EQ classic server. The genre has moved on, for the most part, and it understands where the money is. And that's where it's going to go.
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3/10/12 8:56:07 AM#156
Originally posted by ActionMMORPG How so? Pretty much any MMO encourages some degree for players to group, if anything the same tools you used before are still in todays games, it's the players who decide if they want to participate the game doesn't do it for you. There is no real right answer for this type of human behavior, yes, behavior. People can list off shit like: "Anti-social personality disorder" "The more time a player spends alone on video games, the more that player is becoming isolated from the rest of the world. Basic social functions are forgotten, or have not been fine-tuned with experience." "The Internet has provided a means for people to communicate, while also providing a means for isolation and anti-social behavior. New technology has introduced both positives and negatives for our society"
But even this still doesn't include players who probably do have good social skills but choose not to use it over the internet.
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3/10/12 9:15:03 AM#157
Originally posted by StoneRoses I do not think soloers destroy the games, however I think the fact that soloers are able to gear up to the same degree as groupers and raiders is what ruins the game. PvP gear is what ruins the games for me personally. Because, it is an easy way to get comparable (not quite as good but very close) to top end gear. Secondly, I feel like the games should focus on grouping over soloing. Right now they focus on soloing then grouping it should be the other way around. As it was stated just because it focus on soloing does not mean there is not grouping. The same goes the other way around, just because it is focused on grouping does not mean you cannot solo. Quests, I personally hate them and would prefer quests be a guide rather than a means of xp, but the main reason I hate them is because it is more efficient to solo quests than it is to perform group activities. Using the recent SWTOR as an example, the fastest way to level up was primarily to solo. How? Most people would follow the class quest and do the quests in the planet their class quest was on. Additionally, each day they could do space missions (alone) and pvp dailies (alone if they choose) as a quick means to quest xp. Now for me personally, by the time I hit level 50, I had not even finished my alderaan class quest. Instead I primarily focused on group flashpoints. It took much longer, but I did what I enjoyed. To me the purpose to pay and play an MMOrpg is because of the ability to do things with other people, if I preferred to do everything alone and play the game with content easily suited for my soloing, I would just stick to a single player RPG... maybe find one that allows 2 player mode so I can play with a friend. But, I would not pay to play each month. With that, I accepted that it would take me longer to level up, despite the more difficulties I would face. But, how was the game ruined for me? Simple, each day a player could do a daily for a flashpoint. Many soloers would try to do a quick run and get out. They don't care about killing bonus bosses or hell, some of them did not even care if they needed stuff they could not even use, because they know they will not be required to group so they do not need to be a reputable player. Getting past all of that, I got to 50 and began raiding and pvping. I could not get past the fact that PvP gear was usable in PvE. In fact, you could obtain the pvp gear much faster. Cent was comparable to tionese, champ was comparable to columni, and gladiator was comparable to gladiator. Each case the pve was slightly (very slightly) better. This ruined the game for me, because despite the fact that I was now in end game raiding (I understand it was early still) but people who simply soloed were better geared than I was by raiding everytime I was able to. I do not believe soloers ruin the game. Every game I have played had soloers. But in the good games, it was more efficient to group than it was to solo, unless you were just very good and even then you had to find an area that suited your solo playstyle... which was limited.
Edit: If a game focuses on soloing, then the content will be too easy for a grouper. (In this case the point of grouping is not there)
If a game focuses on grouping it will be more difficult to solo, and easier for a grouper. (In this case grouping makes it easier, but soloing will provide a challenge, this is what makes a game good. (Having options that make sense) |
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3/10/12 9:29:25 AM#158
Amen. I am a soloer as well. I don't want a damn thing handed to me. I want to work for it. I totally agree with everything you said. MMO means a multiplayer game, not massively have to gorup multiplayer. I don't play single player rpgs cause after you beat the game that's it. I rather play a game with a ever growing huge world. It's cheaper and I can play more and longer. 60 dollars for a single player rpg game I'll finish in 30 hours, then it sits on the shelf forever. |
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3/10/12 9:31:51 AM#159
Originally posted by Harkur
EQ1 was not group or gtfo. EQ1 simply made it so hardcore gamers progressed faster and easier than a casual gamer. When I first started, I was very casual... I was limited to playing once or twice a week at up to 3 hours a week. So, once I got the hang of the game, I rerolled a mage, because of the ability to solo. I soloed a lot, because if it took me 30 minutes to find a group and I have 1 hour to play, I just wasted half my xp time. So instead, I soloed in zones while LFG.
It was better xp than grouping per kill, but less efficient because I could not continuosly kill nor could I kill faster. As I was able to play more, I grouped more, even on my mage. I was content knowing I may have to go to lower level mobs to solo. I was content knowing, if I wanted to kill a named I may have to get a few levels higher than I would if I farmed it with a group...
I could have less chance of getting my item at lower level because more people are rolling for it. Or I could have a greater chance of getting it by soloing, but the downside is I have to wait until I can solo it.
What could I not do as a soloer? Raid. That is how it should be. And I should not be able to obtain raid gear quality by soloing.
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3/10/12 9:32:34 AM#160
You're taking the approach that the amount of solo content somehow equals developer focus, despite the fact that group / raid content is qualitatively better, more interesting and the most rewarding, while solo content tends to be dull, bland and not even remotely comeptitive in regards to rewards. |
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